Loading Vertex Shaders
Moving on in the list of helper functions, you'll find load_vertex_shader. You'll use this function
to help you load your vertex shaders, as well as prepare your vertex shader
declarations.
The actual code to the load_vertex_shader
function is short, so instead of breaking it up to explain it, I'll give
it to you all at once.
HRESULT load_vertex_shader(IDirect3DVertexShader9** ret_vertex_shader,
IDirect3DDevice9* device,
const char* filename,
const D3DVERTEXELEMENT9* vertex_elements,
IDirect3DVertexDeclaration9** ret_vertex_decl)
{
// error checking
if(ret_vertex_shader == NULL || device == NULL || filename == NULL)
return E_FAIL;
// load and assemble the shader
ID3DXBuffer* shader_buffer;
HRESULT hr = D3DXAssembleShaderFromFile(filename, NULL, NULL, 0, &shader_buffer, NULL);
if(FAILED(hr))
return hr;
hr = device->CreateVertexShader((DWORD*) shader_buffer->GetBufferPointer(), ret_vertex_shader);
if(FAILED(hr))
return hr;
shader_buffer->Release();
// create the declaration interface if needed
if(vertex_elements && ret_vertex_decl)
device->CreateVertexDeclaration(vertex_elements, ret_vertex_decl);
return S_OK;
}
After first checking to make sure the parameters you have passed to the
load_vertex_shader function are valid,
execution continues by loading and assembling the vertex shader via a call to
D3DXAssembleShaderFromFile.
Assemble a shader.
HRESULT D3DXAssembleShaderFromFile(
LPCTSTR pSrcFile,
CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude,
DWORD Flags,
LPD3DXBUFFER* ppShader,
LPD3DXBUFFER * ppErrorMsgs
);
Parameters
- pSrcFile
- [in] Pointer to a string that specifies the
filename. If the compiler settings require Unicode, the data type LPCTSTR
resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See
Remarks.
- pDefines
- [in] An optional NULL terminated array of
D3DXMACRO structures. This value may be NULL.
- pInclude
- [in] Optional interface pointer, ID3DXInclude, to
use for handling #include directives. If this value is NULL, #includes will
either be honored when compiling from a file or will cause an error when
compiled from a resource or memory.
- Flags
- [in] Compile options identified by various flags.
The Direct3D 10 HLSL compiler is now the default. See D3DXSHADER Flags for
details.
- ppShader
- [out] Returns a buffer containing the created
shader. This buffer contains the compiled shader code, as well as any
embedded debug and symbol table information.
- ppErrorMsgs
- [out] Returns a buffer containing a listing of
errors and warnings that were encountered during the compile. These are the
same messages the debugger displays when running in debug mode. This value
may be NULL.
Return Values
If the function succeeds, the return value is D3D_OK.
If the function fails, the return value can be one of the following:
D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.
Remarks
The compiler setting also determines the function
version. If Unicode is defined, the function call resolves to
D3DXAssembleShaderFromFileW. Otherwise, the function call resolves to
D3DXAssembleShaderFromFileA because ANSI strings are being used.
Using the D3DXBUFFER object returned from that function call, you then use
the IDirect3DDevice::CreateVertexShader function to create your vertex shader
object.
Finishing up load_vertex_shader, you'll
see the call to CreateVertexDeclaration, which you use to create an
IDirect3DVertexDeclaration9 interface from the supplied array of vertex elements
(vertex_elements in the
load_vertex_shader prototype). The vertex
declaration object pointer is then stored in the
ret_vertex_decl pointer you provide.
To use load_vertex_shader, pass it a
pointer to an IDirect3DVertexShader9 object you want to create, along with a
valid IDirect3DDevice9 object and file name of the vertex shader file. The last
two parameters (vertex_elements and
ret_vertex_decl) are optional. By
passing a valid D3DVERTEXELEMENT9 array and the IDirect3DVertexDeclaration9
object pointer, you can prepare your vertex declarations for use with the vertex
shader being loaded.
Let us see the define of D3DVERTEXELEMENT9:
Defines the vertex data layout. Each vertex can contain
one or more data types, and each data type is described by a vertex element.
typedef struct D3DVERTEXELEMENT9 {
WORD Stream;
WORD Offset;
BYTE Type;
BYTE Method;
BYTE Usage;
BYTE UsageIndex;
} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;
Members
- Stream
- Stream number.
- Offset
- Offset from the beginning of the vertex data to
the data associated with the particular data type.
- Type
- The data type, specified as a D3DDECLTYPE. One of
several predefined types that define the data size. Some methods have an
implied type.
- Method
- The method specifies the tessellator processing,
which determines how the tessellator interprets (or operates on) the vertex
data. For more information, see D3DDECLMETHOD.
- Usage
- Defines what the data will be used for; that is,
the interoperability between vertex data layouts and vertex shaders. Each
usage acts to bind a vertex declaration to a vertex shader. In some cases,
they have a special interpretation. For example, an element that specifies
D3DDECLUSAGE_NORMAL or D3DDECLUSAGE_POSITION is used by the N-patch
tessellator to set up tessellation. See D3DDECLUSAGE for a list of the
available semantics. D3DDECLUSAGE_TEXCOORD can be used for user-defined
fields (which don't have an existing usage defined).
- UsageIndex
- Modifies the usage data to allow the user to
specify multiple usage types.
Remarks
Vertex data is defined using an array of
D3DVERTEXELEMENT9 structures. Use D3DDECL_END to declare the last element in
the declaration.
Defines a vertex declaration data type.
typedef enum D3DDECLTYPE
{
D3DDECLTYPE_FLOAT1 = 0,
D3DDECLTYPE_FLOAT2 = 1,
D3DDECLTYPE_FLOAT3 = 2,
D3DDECLTYPE_FLOAT4 = 3,
D3DDECLTYPE_D3DCOLOR = 4,
D3DDECLTYPE_UBYTE4 = 5,
D3DDECLTYPE_SHORT2 = 6,
D3DDECLTYPE_SHORT4 = 7,
D3DDECLTYPE_UBYTE4N = 8,
D3DDECLTYPE_SHORT2N = 9,
D3DDECLTYPE_SHORT4N = 10,
D3DDECLTYPE_USHORT2N = 11,
D3DDECLTYPE_USHORT4N = 12,
D3DDECLTYPE_UDEC3 = 13,
D3DDECLTYPE_DEC3N = 14,
D3DDECLTYPE_FLOAT16_2 = 15,
D3DDECLTYPE_FLOAT16_4 = 16,
D3DDECLTYPE_UNUSED = 17,
} D3DDECLTYPE, *LPD3DDECLTYPE;
Constants
- D3DDECLTYPE_FLOAT1
- One-component float expanded to (float, 0, 0, 1).
- D3DDECLTYPE_FLOAT2
- Two-component float expanded to (float, float, 0,
1).
- D3DDECLTYPE_FLOAT3
- Three-component float expanded to (float, float,
float, 1).
- D3DDECLTYPE_FLOAT4
- Four-component float expanded to (float, float,
float, float).
- D3DDECLTYPE_D3DCOLOR
- Four-component, packed, unsigned bytes mapped to 0
to 1 range. Input is a D3DCOLOR and is expanded to RGBA order.
- D3DDECLTYPE_UBYTE4
- Four-component, unsigned byte.
- D3DDECLTYPE_SHORT2
- Two-component, signed short expanded to (value,
value, 0, 1).
- D3DDECLTYPE_SHORT4
- Four-component, signed short expanded to (value,
value, value, value).
- D3DDECLTYPE_UBYTE4N
- Four-component byte with each byte normalized by
dividing with 255.0f.
- D3DDECLTYPE_SHORT2N
- Normalized, two-component, signed short, expanded
to (first short/32767.0, second short/32767.0, 0, 1).
- D3DDECLTYPE_SHORT4N
- Normalized, four-component, signed short, expanded
to (first short/32767.0, second short/32767.0, third short/32767.0, fourth
short/32767.0).
- D3DDECLTYPE_USHORT2N
- Normalized, two-component, unsigned short,
expanded to (first short/65535.0, short short/65535.0, 0, 1).
- D3DDECLTYPE_USHORT4N
- Normalized, four-component, unsigned short,
expanded to (first short/65535.0, second short/65535.0, third short/65535.0,
fourth short/65535.0).
- D3DDECLTYPE_UDEC3
- Three-component, unsigned, 10 10 10 format
expanded to (value, value, value, 1).
- D3DDECLTYPE_DEC3N
- Three-component, signed, 10 10 10 format
normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1).
- D3DDECLTYPE_FLOAT16_2
- Two-component, 16-bit, floating point expanded to
(value, value, 0, 1).
- D3DDECLTYPE_FLOAT16_4
- Four-component, 16-bit, floating point expanded to
(value, value, value, value).
- D3DDECLTYPE_UNUSED
- Type field in the declaration is unused. This is
designed for use with D3DDECLMETHOD_UV and D3DDECLMETHOD_LOOKUPPRESAMPLED.
Remarks
Vertex data is declared with an array of
D3DVERTEXELEMENT9 structures. Each element in the array contains a vertex
declaration data type.
Use the DirectX Caps Viewer Tool tool to see which
types are supported on your device.
Identifies the intended use of vertex data.
typedef enum D3DDECLUSAGE
{
D3DDECLUSAGE_POSITION = 0,
D3DDECLUSAGE_BLENDWEIGHT = 1,
D3DDECLUSAGE_BLENDINDICES = 2,
D3DDECLUSAGE_NORMAL = 3,
D3DDECLUSAGE_PSIZE = 4,
D3DDECLUSAGE_TEXCOORD = 5,
D3DDECLUSAGE_TANGENT = 6,
D3DDECLUSAGE_BINORMAL = 7,
D3DDECLUSAGE_TESSFACTOR = 8,
D3DDECLUSAGE_POSITIONT = 9,
D3DDECLUSAGE_COLOR = 10,
D3DDECLUSAGE_FOG = 11,
D3DDECLUSAGE_DEPTH = 12,
D3DDECLUSAGE_SAMPLE = 13,
} D3DDECLUSAGE, *LPD3DDECLUSAGE;
Constants
- D3DDECLUSAGE_POSITION
- Position data ranging from (-1,-1) to (1,1). Use
D3DDECLUSAGE_POSITION with a usage index of 0 to specify untransformed
position for fixed function vertex processing and the n-patch tessellator.
Use D3DDECLUSAGE_POSITION with a usage index of 1 to specify untransformed
position in the fixed function vertex shader for vertex tweening.
- D3DDECLUSAGE_BLENDWEIGHT
- Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT
with a usage index of 0 to specify the blend weights used in indexed and
nonindexed vertex blending.
- D3DDECLUSAGE_BLENDINDICES
- Blending indices data. Use
D3DDECLUSAGE_BLENDINDICES with a usage index of 0 to specify matrix indices
for indexed paletted skinning.
- D3DDECLUSAGE_NORMAL
- Vertex normal data. Use D3DDECLUSAGE_NORMAL with a
usage index of 0 to specify vertex normals for fixed function vertex
processing and the n-patch tessellator. Use D3DDECLUSAGE_NORMAL with a usage
index of 1 to specify vertex normals for fixed function vertex processing
for vertex tweening.
- D3DDECLUSAGE_PSIZE
- Point size data. Use D3DDECLUSAGE_PSIZE with a
usage index of 0 to specify the point-size attribute used by the setup
engine of the rasterizer to expand a point into a quad for the point-sprite
functionality.
- D3DDECLUSAGE_TEXCOORD
- Texture coordinate data. Use
D3DDECLUSAGE_TEXCOORD, n to specify texture coordinates in fixed function
vertex processing and in pixel shaders prior to ps_3_0. These can be used to
pass user defined data.
- D3DDECLUSAGE_TANGENT
- Vertex tangent data.
- D3DDECLUSAGE_BINORMAL
- Vertex binormal data.
- D3DDECLUSAGE_TESSFACTOR
- Single positive floating point value. Use
D3DDECLUSAGE_TESSFACTOR with a usage index of 0 to specify a tessellation
factor used in the tessellation unit to control the rate of tessellation.
For more information about the data type, see D3DDECLTYPE_FLOAT1.
- D3DDECLUSAGE_POSITIONT
- Vertex data contains transformed position data
ranging from (0,0) to (viewport width, viewport height). Use
D3DDECLUSAGE_POSITIONT with a usage index of 0 to specify transformed
position. When a declaration containing this is set, the pipeline does not
perform vertex processing.
- D3DDECLUSAGE_COLOR
- Vertex data contains diffuse or specular color.
Use D3DDECLUSAGE_COLOR with a usage index of 0 to specify the diffuse color
in the fixed function vertex shader and pixel shaders prior to ps_3_0. Use
D3DDECLUSAGE_COLOR with a usage index of 1 to specify the specular color in
the fixed function vertex shader and pixel shaders prior to ps_3_0.
- D3DDECLUSAGE_FOG
- Vertex data contains fog data. Use
D3DDECLUSAGE_FOG with a usage index of 0 to specify a fog blend value used
after pixel shading finishes. This applies to pixel shaders prior to version
ps_3_0.
- D3DDECLUSAGE_DEPTH
- Vertex data contains depth data.
- D3DDECLUSAGE_SAMPLE
- Vertex data contains sampler data. Use
D3DDECLUSAGE_SAMPLE with a usage index of 0 to specify the displacement
value to look up. It can be used only with D3DDECLUSAGE_LOOKUPPRESAMPLED or
D3DDECLUSAGE_LOOKUP.
Remarks
Vertex data is declared with an array of
D3DVERTEXELEMENT9 structures. Each element in the array contains a usage type.
For more information about vertex declarations, see
Vertex Declaration (Direct3D 9).
Here's a small example of using
load_vertex_shader. First, I declare an array of vertex elements that are
used to create the vertex declaration object.
// Declare the vertex shader declaration elements
D3DVERTEXELEMENT9 Elements[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
Then I instance the vertex shader and vertex declaration objects and call
load_vertex_shader.
// Instance objects
IDirect3DVertexShader9 *pShader = NULL;
IDirect3DVertexDeclaration9 *pDecl = NULL;
// Load the vertex shader and create declaration
interface
load_vertex_shader(&pShader,
pDevice, "Shader.vsh", &Elements, &pDecl);
As you can see, it's a quick and simple function that gets the job done. From
here on out, you can set the vertex shader (represented by pShader) using the
IDirect3DDevice9::SetVertexShader function. To set the vertex declaration
(represented by pDecl), you would call IDirect3DDevice9::SetVertexDeclaration.
pD3DDevice−>SetFVF(NULL); // Clear FVF usages
pD3DDevice−>SetVertexShader(pShader);
pD3DDevice−>SetVertexDeclaration(pDecl);
Okay, enough of initializing and loading vertex shaders, let's move on to the
cool stuff, like loading and rendering meshes.